No need to translate, unless you want to. You can post in any language and the forum has a translate button so anyone else can read your post in their own language.
Usually physics baking isn't great, especially if automated: it requires many keys and even then can be choppy, and you lose all the dynamic benefits of physics. However, your use case is better than most and it could be done reasonably in some cases.
We support baking other constraints manually, but more easily than duplicating the skeleton and matching the pose. When rotate, translate, scale, or shear is keyed, if a constraint is applied to that property with 100% mix (meaning the local property value is not used at all) then keying the property will key the applied local transform (recently explained here) instead of the local transform, meaning the constrained value is keyed. Setting the key won't change anything because the constraint is applied fully and overrides the key, but if you delete the constraint, then the keys will be used.
So, what you can do eg for an IK constraint: go to frame 0 and key the rotation of the constrained bones. Press R
to move to frame 1. Key rotation again. R
, key, R
, key, etc until you've keyed every frame. Now delete the IK constraint and voila, you have baked the movement.
This doesn't work with physics constraints though! The reason is that physics is an offset from the local transform. Changing the local transform affects physics, which are always added to the local transform. Keying the local transform would change the physics movement, unless you key from the end of the animation backward. For example, you could click the last frame, key, press F
to move back a frame, key, F
, key, F
, etc. That would work IF we keyed the applied transform values, but we currently don't. The reason we don't is keying the local values is useful to control the bone's behavior + physics. We can't know if you want to key the local or applied values, as both actions are useful in some situations.
Consider this animation with physics:
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These are the only keys:
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This is what it would look like if we allowed keying the applied values and you key backward, starting at the last frame, with Simulate
enabled and Determinate
checked:
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Here's just those rotate keys, so the movement is easier to see:
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And here's that animation with physics deleted:
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Here's the physics driven animation again, for easier comparison:
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It looks good enough, though it has a lot of keys. I'd hate to see people doing this with thousands of keys. I know you guys are going to do that! 😧
Anyway, that baking is only possible if we allow you to key the applied values from physics. For other constraints we know 100% when the local values won't be used, so keying applied values in that case makes sense. I wish there was a clear way to know when the user wants to key applied values for physics, but there isn't, so we'd likely need a hotkey. We'll consider this for 4.3!